turret+weapons combo, fire-extinguisher

Started by Toksletok, November 08, 2013, 02:26:36 PM

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Toksletok

Instead of building a turret you allow only building the turret-base. The weapon can come from the weapons available to the colonist.
1) this will force players to make a choice how they want to use the "good" weapons (turrent or colonist), balancing (bonusses for turret) can make the choice difficult, which is always good/interesting in a game.
2) later on you always see to many weapons. you could additionally state that when a turret is destroyed the weapon is lost aswell.

A fire-extinguisher, to be equiped/used as a weapon?!? ;)

Some general ideas:
- Tech tree (a personal preference :) ). Power-conduit overloads and other setbacks are fine, but it would be nice to have a varied tech-tree with some options to counter this. Slower research and some hard choices to be made there would make the game more interesting for me.
- Modding capabilities. I've seen several "small" (with appologies for that term) games that did a lot better simply because they had modding capabilities and a community who made optimal use of it. It is also always a good indicator as to what the majority likes in a game, just check which mods are doing best.

Great game so far, keep up the good work. :)

NephilimNexus

From what little I know, the first step to modding is to present as much of the game data as possible in XML format.